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#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (887 săptămâni în urmă) - [Link]Top

Aici se discută noutățile din lumea jocurilor digitale.

Dacă aveți o știre proaspătă pe care o doriți să o împărtășiți cu cei din jur, vă rugăm să respectați niște reguli generale.

Reguli privind oformarea unei știri:
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Game Awards 2012
Game of the Year

Assassins Creed III

Dishonored

Journey

Mass Effect 3

The Walking Dead: The Game (Winner)

Studio of the Year

343 Industries, Halo 4

Arkane Studios, Dishonored

Gearbox Software, Borderlands 2

Telltale Games, The Walking Dead: The Game (Winner)

Entertainment Weekly and Spike VGA Best Game of the Decade

Batman: Arkham City

BioShock

Half-Life 2 (Winner)

The Legend of Zelda: The Wind Waker

Mass Effect 2

Portal

Red Dead Redemption

Shadow of the Colossus

Wii Sports

World of Warcraft

Best Xbox 360 Game

Assassins Creed III

Borderlands 2

Dishonored

Halo 4 (Winner)

Best PS3 Game

Assassins Creed III

Borderlands 2

Dishonored

Journey (Winner)

Best Wii/Wii U Game

New Super Mario Bros. U (Winner)

The Last Story

Xenoblade Chronicles

ZombiU

Best PC Game

Diablo III

Guild Wars 2

Torchlight II

XCOM: Enemy Unknown (Winner)

Best Shooter

Borderlands 2 (Winner)

Call of Duty: Black Ops II

Halo 4

Max Payne 3

Best Action Adventure Game

Assassins Creed III

Darksiders II

Dishonored (Winner)

Sleeping Dogs

Best RPG

Diablo III

Mass Effect 3 (Winner)

Torchlight II

Xenoblade Chronicles

Best Multi-player Game

Borderlands 2 (Winner)

Call of Duty: Black Ops II

Guild Wars 2

Halo 4

Best Individual Sports Game

Hot Shots Golf: World Invitational

SSX (Winner)

Tiger Woods PGA Tour 13

WWE '13

Best Team Sports Game

FIFA Soccer 13

Madden NFL 13

NBA 2K13 (Winner)

NHL 13

Best Driving Game (TBA)

DiRT: Showdown

F1 2012

Forza Horizon

Need for Speed: Most Wanted (Winner)

Best Song in a Game

"Castle of Glass" by Linkin Park, Medal of Honor: Warfighter

"Cities" by Beck, Sound Shapes (Winner)

"I Was Born For This" by Austin Wintory, Journey

"Tears" by Health, Max Payne 3

Best Original Score

Call of Duty: Black Ops II

Halo 4

Journey (Winner)

Max Payne 3

Best Graphics

Assassin's Creed III

Dishonored

Halo 4 (Winner)

Journey

Best Independent Game

Dust: An Elysian Tail

Fez

Journey (Winner)

Mark of the Ninja

Best Fighting Game

Dead or Alive 5

Persona 4 Arena (Winner)

Street Fighter X Tekken

Tekken Tag Tournament 2

Best Handheld/Mobile Game

Gravity Rush

LittleBigPlanet PS Vita

New Super Mario Bros. 2

Sound Shapes (Winner)

Best Performance by a Human Female

Emma Stone as Amanda Cartwright, Sleeping Dogs

Jen Taylor as Cortana, Halo 4

Jennifer Hale as Commander Shepard (female version), Mass Effect 3

Melissa Hutchinson as Clementine, The Walking Dead: The Game (Winner)

Best Performance by a Human Male

Dameon Clarke as Handsome Jack, Borderlands 2 (Winner)

Dave Fennoy as Lee Everret, The Walking Dead: The Game

James McCaffrey as Max Payne, Max Payne 3

Nolan North as Captain Martin Walker, Spec Ops: The Line

Best Adapted Video Game

Disney Epic Mickey 2: The Power of Two

Lego Batman 2: DC Super Heroes

The Walking Dead: The Game (Winner)

Transformers: Fall of Cybertron

Best DLC

The Elder Scrolls V: Skyrim - Dawnguard (Winner)

Mass Effect 3 - Leviathan

Borderlands 2 - Mechromancer Pack

Portal 2 - Perpetual Testing Initiative

Best Downloadable Game

Fez

Journey

Sound Shapes

The Walking Dead: The Game (Winner)

Best Social Game

Draw Something

Marvel: Avengers Alliance

SimCity Social

You Don't Know Jack (Winner)

Most Anticipated Game

BioShock Infinite

Grand Theft Auto V (Winner)

South Park: The Stick of Truth

The Last of Us

Tomb Raider

Character of the Year

Connor Kenway, Assassin's Creed III

Commander Shepard, Mass Effect 3

Clap Trap, Borderlands 2 (Winner)

Master Chief, Halo 4

Raul Menendez, Call of Duty: Black Ops II
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VGX 2013
Объявлены победители Spike VGX 2013



• Игра года
Grand Theft Auto V


• Студия года
Naughty Dog

• Персонаж(и) года
Близнецы Лютес (BioShock Infinite)

• Лучший шутер
BioShock Infinite

• Лучшая инди-игра
Gone Home

• Лучший экшен
Assassin’s Creed IV: Black Flag

• Лучшая спортивная игра
NBA 2K14

• Лучшая RPG
Ni no Kuni: Wrath of the White Witch

• Лучший файтинг
Injustice: Gods Among Us

• Лучшие гонки
Forza Motorsport 5

• Лучшее DLC
Far Cry 3: Blood Dragon

• Лучшая игра для Xbox 360
Brothers: A Tale of Two Sons

• Лучшая игра для PS3

The Last of Us

• Лучшая игра для Wii U
Super Mario 3D World

• Лучшая игра для PC
Gone Home

• Лучшая игра для портативных консолей
The Legend of Zelda: A Link Between Worlds

• Лучшая игра для мобильных платформ
Plants vs. Zombies 2

• Лучшая казуальная игра
Animal Crossing: New Leaf

• Лучший актер озвучения
Трой Бейкер (Джоэл из The Last of Us)

• Лучшая актриса озвучения
Эшли Джонсон (Элли из The Last of Us)

• Лучший саундтрек
Grand Theft Auto V

• Лучшая музыкальная композиция в игре
“Will the Circle be Unbroken” — Courtnee Draper & Troy Baker (BioShock Infinite)
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Editat de către bam la 2014-01-20 14:14:26




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By AndrewKiller (Power User) (0 mesaje) at 2023-07-23 11:32:53 (42 săptămâni în urmă) - [Link]






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#726 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2008-01-16 20:24:51 (852 săptămâni în urmă) - [Link]Top
I'm starting to hate WWII themed games... :bad:


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#727 by m000rfik (User) (0 mesaje) at 2008-01-16 23:02:55 (852 săptămâni în urmă) - [Link]Top
plea m-am saturat deamd e strategiile estea...puneti ninformatii mai mult despre action,adventure etc,numai nu strategy:) deam imi sta in gat


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#728 by 916 (Power User) (0 mesaje) at 2008-01-16 23:11:12 (852 săptămâni în urmă) - [Link]Top
#724 regnumekal, hmm nu mă prea excită, deşi s-ar putea întîmpla să fie ceva superb.
Ar fi bine dac-ar fi incluse şi cîteva bătălii marcante. Faza cu "Rewrite WW1" nu prea-mi place... :(

#726 BlackCross, "... I'm starting to hate WWII themed games... ..." - asta e despre primul război mondial. Arată 1914. :)


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#729 by daymio (Power User) (0 mesaje) at 2008-01-16 23:59:47 (852 săptămâni în urmă) - [Link]Top
#727 m000rfik, De ce rtebui sati faca doar tie pe plac?Poate restu vreau strategii.si in genere eu nu cred ca regnumekal cauta anume un gen ci la tuturor le acorda aceeashi atentie


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#730 by m000rfik (User) (0 mesaje) at 2008-01-17 14:37:06 (852 săptămâni în urmă) - [Link]Top
#729 daymio, eu doar mi-am expus parerea,cred ca sunt oameni de acord cu mine:)


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#731 by regnumekal (User) (0 mesaje) at 2008-01-17 15:16:51 (852 săptămâni în urmă) - [Link]Top
Viking: Battle for Asgard
Genre: Action
Publisher: Sega
Developer: Creative Assembly
Platforms: Xbox 360 Playstation 3
Release Date: 28 March, 2008
Official Site: http://www.sega-europe.com/en/Game/711.htm
Universe: ----



Creative Assembly has a fondness for Vikings. The developer best known for Total War is now working on a new franchise, one that bears little resemblance to the popular strategy games it's made its name with. Viking: Battle of Asgard will throw you into the boots of a fearless Viking warrior caught between a war of two goddesses. And while you'll be able to romp around and slay monsters and enemies on your own, the highlight of this game is undoubtedly its huge siege battles, which let you charge headfirst at the front of an army that's hundreds of warriors in size.

You play as Skarin, a young warrior in service to the goddess Freya, who's in a bit of a tiff with rival goddess Hel. Well, it's a bit more than a tiff, as Hel seeks to bring upon Ragnarok--essentially, the end of the world. Your mission is to raise an army for Freya, and that will involve pursuing lots of quests in order to free groups of enslaved Vikings, who will then serve in your army to help you take down walled towns and cities through epic sieges. It's what Vikings do for fun.

Viking will have a large, open world that you can roam around at will. Think of it sort of like Grand Theft Auto with swords. You can pursue all sorts of quests, both required and optional, though even the optional ones come with rewards that you might want to take advantage of. For instance, a quest to liberate a lumber mill might pay off in the form of a siege weapon later on. Meanwhile, the best quests will befriend you with mighty dragons who can aid you in your time of need. Dragons are essentially the Viking equivalent of air support.



When you get a big enough army, you can go tackle a siege. This usually involves a battle outside of the city's walls to destroy its army, and this unfolds quite like the epic scenes in Braveheart. Skarin is a mighty hero, and he can aid his forces by boosting their morale. More importantly, he can tackle the key bosses, drawing them into single combat and finishing them off with a repertoire of finishing moves, like a minigame that has you mashing the buttons rapidly in order to drive your two-handed sword through an opponent's neck. Or you can help your army by taking out key enemy units, such as warlocks who constantly summon reinforcements.

Sieges are multistage affairs, so once the enemy army is removed, you can get to the business of taking down the walls, a task that's aided with siege weapons. Knock down the walls, then charge into town with your men, killing everyone in your way. It's not all pure action, though; you can partake in many stealth missions as you scout enemy towns. You can also try to take out key enemy buildings ahead of a siege. Eliminating an enemy barracks means that your army will face a lot fewer warriors in the battle to come.

Sure, Viking doesn't bear much resemblance to history, but it's clear that this is a game designed for those who'd rather hack-and-slash their way through medieval armies in an action game rather than command such units in a strategic game. And it's certainly colorful. Creative Assembly's previous games have no problem putting tens of thousands of warriors on the screen, and while the battles in Viking won't be as large as those in Total War, they're still big. Viking is being developed for the Xbox 360 and PlayStation 3, and it will ship in early 2008.









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#732 by m000rfik (User) (0 mesaje) at 2008-01-17 15:42:04 (852 săptămâni în urmă) - [Link]Top
#731 regnumekal, psc :shok:


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#733 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2008-01-17 16:58:19 (852 săptămâni în urmă) - [Link]Top
Very cool, aştept cu nerăbdare...


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#734 by JRocker (性交) (0 mesaje) at 2008-01-17 17:03:13 (852 săptămâni în urmă) - [Link]Top
#733 BlackCross, +1 eu tot vreau :w00t:


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#735 by 916 (Power User) (0 mesaje) at 2008-01-17 20:45:47 (852 săptămâni în urmă) - [Link]Top
#731 regnumekal, super, niroasă a Rune :D


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#736 by daymio (Power User) (0 mesaje) at 2008-01-17 20:53:35 (852 săptămâni în urmă) - [Link]Top
#735 916, "... Rune ..." - mmmm :nyam:


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#737 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2008-01-17 21:09:36 (852 săptămâni în urmă) - [Link]Top
#736 daymio, +1. Good old times. :sigh:


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#738 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-01-18 15:39:45 (852 săptămâni în urmă) - [Link]Top
#731 regnumekal, :clap: :clap2: tre sa fie ceva bun


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#739 by regnumekal (User) (0 mesaje) at 2008-01-18 15:50:32 (852 săptămâni în urmă) - [Link]Top
So Blonde
Genre: Adventure
Publisher: DTP Entertainment
Developer: Wizarbox
Platforms: PC Exclusive
Release Date: March 2008
Official Site: http://www.soblonde-game.de/
Universe: ----



It is hard to believe that So Blonde is the very first adventure project by the French studio Wizarbox, because it already promises to become one of this year's highlights. The game, only in development since last September, offers a crazy story with a good portion of humour, assisted by top-notch graphics. Steve Ince, who worked as a game designer on the Broken Sword series, is responsible for the game's story. We recently had the opportunity to have a long talk with Steve, along with So Blonde's publisher dtp/Anaconda. During that occasion, we were also allowed to have a look at some scenes of an early game version.

Stranded in the past

The main character of the game is a spoiled 17-year old named Sunny Blonde. During a luxurious cruise on her parents' wedding anniversary, the ship gets into distress near the Bermuda islands. Sunny falls unconscious and lands on a rescue boat. When she comes back to her senses, she finds herself alone on an island paradise. At that moment, she doesn't know yet that she has been catapulted several centuries into the past, into the age of pirates.

In the beginning, she even assumes that the pirates and the aborigines are part of a theme-based vacation destination. That's why she's astonished that nobody seems to able to show her the way to the next telephone or to the local shopping center, and so she worries more about her make-up and mobile reception.

Although Sunny seems pretty clumsy at the beginning of the game, her comments are always amicable. During the game, the player will have the opportunity to discover that she is capable of more than one would assume at first sight. Due to her luxurious environment, she may have adopted the social attributes of "being blonde", but Steve Ince promises that Sunny will experience an interesting development throughout the game. That's why he's been continuously polishing the plot over and over again, from the first draft through to the final version. The aim of this method is to grant a fully developed dramatization and a coherent story evolution. That's also why, according to Steve, the ending won't disappoint players, even those who think that boring finales are one the biggest problems of recent adventures. So we remain curious about what will await us.



Eye candy

The first scenes already show us lovely comic graphics with atmospheric lighting. The style reminds us a little bit of a mixture between Runaway and Curse of Monkey Island. The backgrounds are very detailed and filled with affectionate references to game and film classics, so the attentive player can discover a LeChuck portrait or a potpourri of Nintendo brand marks (star, mushroom and flower). Exploring the lovely island surroundings is definitely one of the main strengths of the adventure.

The screens come alive with countless animations like birds, butterflies, waves, clouds, bees, waterfalls and sharks. Even though dtp assured us that the presented graphics aren't final yet, they already made a good impression. The artists are using a blend of 2D animation and 3D models that really fits the comic flair of the game. Many of the game's 50-60 backgrounds are very large and scroll while being crossed. Wintermute is currently being used as the game's engine, but a switch to the OGRE software is still an option. The planned resolution is 1024x768. Animated cutscenes will probably be renounced in favour of a denser gameplay interaction. However, a prerendered intro and conclusion will be likely. These decisions aren't final yet, though.

Culture shock

So Blonde's game world will be populated by multi-faceted characters, from the female pirate captain Morgane to a voodoo priest of short stature to the shady "One-Eye". Naturally, a wildly cursing parrot must be in the lot as well. The dialogs and Sunny's monologues will be supported by small portrait pictures. The dialog topics are chosen from a list of simple keywords filled with amusing allusions to modern life and culture. Sunny quoting from Lord of the Rings, for example, will be on the order of business.

Controls for blondes

The handling is based on a classic point-and-click interface. A right-mouse click offers two symbols: an eye for examining and a hand for picking up and using items. If the cursor is over another character, an additional mouth symbol will be offered for starting conversations. A double click allows accessing a specific spot on the screen instantly. No diary or similar notebook function is planned, but the story should always make clear what problems must be solved next.



Constantly occupied

"Interaction density" is particularly important to Steve Ince: every screen shall contain a multitude of hotspots that can be examined, used or picked up. An important role is given to humorous comments by the main character in response to her environments.

Adventure purists can be reassured that there will be no action sequences. However, So Blonde will contain some casual minigames that fit naturally into the game. For example, using the visual style of Nintendo "Game-and-Watch" classics, the player has to catch water drops with a coconut husk or reach the key of a prison cell with a fishing rod without attracting the guard's attention. There will also be a scene of "strip arm wrestling", which unfortunately wasn't shown to us. Adventurers with poor dexterity don't need to be afraid of these minigames. Steve promised that the scenes are not supposed to interrupt the flow of the game and shall therefore be easy to overcome. Besides, they only represent a fraction of the anticipated gameplay of about 20 hours.

The scenes and puzzles shown to us already look promising. For example, Sunny needs to prepare a cappuccino (including acquiring all the necessary ingredients) or reacquire her MP3 player from a voodoo temple, where it is worshiped as an artefact of the gods. And similar to Beneath a Steel Sky and Broken Sword, the protagonist will be accompanied by a sidekick: towards the beginning of the game a small animal will grab Sunny's handbag and flee to a treetop. After luring the animal down, it will follow Sunny during large parts of the game and is also useful for the resolution of some problems. However, Steve didn't want to reveal what animal he's including just yet. On some occasions, the player will even be able to directly control "Max" during times when Sunny is unable to act on her own any longer.



Holistic puzzles

The puzzles demonstrated for us weren't necessarily complex or difficult. Steve tries to describe their structure as "holistic, overlapping and interwoven". Quests can spread over a large part of the playing time because, for example, the acquisition of needed objects can become more complicated along the way or be split into still more steps. According to Steve, the game will have a certain non-linearity and will therefore have more resemblance to Broken Sword 1 than 2. There also won't be any "Runaway syndrome", as any useful object can be picked up from the beginning. Some puzzles still seemed a little bit too easy to us, such as when you automatically win a joke-telling contest against captain Morgane. On this occasion, we would have preferred a dialogue puzzle а la Monkey Island. Still, the gameplay generally looked solid and is mainly oriented towards classic inventory and combination puzzles. Steve assured us that he's given a lot of attention to puzzle subtleties, so that the player should get some "Aha!" moments when discovering the solution to things that looked confusing at first sight. One definitely notices that the game tries to stay true to established adventure virtues.







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#740 by daymio (Power User) (0 mesaje) at 2008-01-18 15:52:56 (852 săptămâni în urmă) - [Link]Top
:rofl: this is the all new blonde simulator


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#741 by JRocker (性交) (0 mesaje) at 2008-01-18 15:54:34 (852 săptămâni în urmă) - [Link]Top
#740 daymio, :rofl:


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#742 by 916 (Power User) (0 mesaje) at 2008-01-18 17:33:48 (852 săptămâni în urmă) - [Link]Top
#739 regnumekal, fak! Vreu :D


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#743 by m000rfik (User) (0 mesaje) at 2008-01-18 17:50:22 (852 săptămâni în urmă) - [Link]Top
#742 916, da tu esti blandinka? :lol:


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#744 by Iulik Drivers Club (Жицыкэ) (0 mesaje) at 2008-01-18 23:30:40 (852 săptămâni în urmă) - [Link]Top
:axe:

P.S compania trebuia sa fie blonde entertainment :sarcastic:



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#745 by regnumekal (User) (0 mesaje) at 2008-01-19 14:23:15 (851 săptămâni în urmă) - [Link]Top
Iron Man
Other Names: Iron Man: The Videogame
Genre: Action
Publisher: Sega
Developer: Artificial Mind
Platforms: PC Xbox 360 Playstation 3 Playstation Portable Playstation 2 Wii Nintendo DS
Release Date: Q2 2008
Official Site: http://www.sega.com/gamesite/ironman/index.php
Universe: The Invincible Iron Man (GBA), Iron Man / X-O Manowar in Heavy Metal (PS) (GB) (GG) (SAT)



Marvel fans have enjoyed an embarrassment of riches in mainstream entertainment recently, with the biggest stars in the Marvel universe enjoying their moment on the silver screen and in a plethora of video games. The next Marvel icon set for the big-time treatment is the illustrious Iron Man, who's set to be the centerpiece of an action blockbuster in spring 2008 and a video game from Sega at around the same time. Though it's still very early in development, we got a chance to get a quick peek at the game to see where it's heading.

If you're not familiar with Iron Man lore, here's the quick primer: billionaire industrialist (and debonair playboy) Tony Stark spends his millions on a suit of armor that essentially turns him into a human tank--only this tank can fly, blast repulsor rays, and toss around ICBM missiles like they were twigs in his backyard. In the game, you'll play as Iron Man, battling a host of enemies in a game whose story borrows both from the upcoming Iron Man movie (starring actors Robert Downey Jr., Terrence Howard, Gwyneth Paltrow, and Jeff Bridges), and more than 40 years of Marvel history.



The E3 demo of the game showed off Iron Man flying through a snowy mountain range while he battled enemy forces holed up in military encampments throughout the level. The different kinds of weapons Iron Man faced were of a fairly generic sort--standard tanks, SAMs (surface-to-air missiles), and anti-air guns, but they gave a good indication of the different kinds of abilities Iron Man will have in the game. His main weapons will be repulsor rays, shot either from his palms or from a node on his chest, as well as missiles that weren't shown in the demo. Repulsor rays shot from his chest are more powerful than those from his hands, but will drain more of Iron Man's energy (indicated by a vertical meter on the left-hand side of the screen).

Though the control scheme hasn't been finalized yet, the development team currently has Iron Man's "hover" and "fly" abilities separated on the controller. When hovering, Iron Man will be able to drift from side to side, and it will make it easier to fire his repulsor rays at objects. When flying, you'll be able to fly at normal speed and super-speed, the latter of which will presumably offer you less maneuverability as you streak through the sky. One of the interesting restrictions on the current level was that if Iron Man flew too high into the air, he would be blasted by missiles from enemy MiG jets flying overhead. They weren't enough to bring him down completely; instead, they just kept him close enough to the ground to be in enemy weapon range.

One of the coolest moves we saw in the game was Iron Man grabbing ahold of incoming missiles and redirecting them back at the launcher that shot them. It's indicative of the kind of power Iron Man will have on hand. The mountainous landscape seemed to indicate a fairly open approach to gameplay, though as developers pointed out, the battlefield will be constantly evolving with new challenges for Iron Man to face as he explores the levels.



Though Sega was non-committal on which Marvel villains or heroes would appear in the game, we did see some familiar names in the game, including Tony Stark's best friend Jim Rhodes, and Avengers butler Jarvis, both of whom will provide audio tips and inform Stark of new mission objectives as you go. Stark's sassy secretary Pepper Potts will also reportedly be a part of the video game as well. And while we're hoping for plenty of cameo appearances from Marvel luminaries, we're also hoping we get to see plenty of different armor configurations for Iron Man. Sega was tight-lipped on that as well, though it did note that Tony would be able to upgrade his armor as he goes. We're personally keeping our fingers crossed for the red-and-silver getup from Shellhead's West Coast Avengers days.

For Iron Man fans, the wait for the game (and the movie) seems interminably long, as both are scheduled for a spring 2008 release on a multitude of platforms. We'll be keeping our eyes on this game's progress over the coming months and bringing you all the latest information.








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#746 by Speedy (Căpăreţul fără Cal) (1 mesaje) at 2008-01-19 17:43:43 (851 săptămâni în urmă) - [Link]Top
#745 regnumekal, :good: Vom vedea


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#747 by Antikiller (地獄) (0 mesaje) at 2008-01-19 17:46:09 (851 săptămâni în urmă) - [Link]Top
#745 regnumekal, Trebuie să fie ceva super!


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#748 by regnumekal (User) (0 mesaje) at 2008-01-20 11:53:35 (851 săptămâni în urmă) - [Link]Top
Dead Space
Genre: Sci-Fi Shooter
Publisher: EA Games
Developer: EA Redwood Shores
Platforms: PC Xbox 360 Playstation 3
Release Date: Q3 2008 (X360) (PS3) / TBA 2008 (PC)
Official Site: http://www.deadspacegame.com/
Universe: ----



Sometime last year in the heart of the sprawling EA campus, a dozen developers entered a dark dimension (read: board room), outside the boundaries of space and lunchtime, before emerging with the beating alien heart of a new project, Dead Space. Glowing with ominous glee, they recently exposed us to their upcoming creation then let us escape, so that we could infect your minds with their terror from the deep. Whoops.

From the playable build we saw, Dead Space will move and look like survival horror--emphasis on horror, survival barely a whisper. The calamity takes place several centuries into the future when humanity has begun a process known as planet cracking. Huge ships enter dead solar systems and tear up entire chunks of terra firma. These ships then smelt that terra firma into precious minerals and resources. It's only a matter of time before one ship bites off more than it can chew--or perhaps bites something that can chew back...

The USG Ishimura is one of the largest ships in the galactic fleet. It was also one of the loudest ships with information coming in and out of multiple different sectors, facilities, and computers until it fell silent. Of course, space is a naturally silent place, so periodic communication blips are never a cause for alarm. A routine inspection crew is sent in to see what might be the matter, including a scientist, engineer, security expert, and a few others. They land on board the giant ship, and then things get weird.



And by weird, we mean hungry. You play Isaac Clarke (a clever combination of Isaac Asimov and Arthur C. Clarke), the armor-covered engineer who slowly, timidly creeps through the infected bowels of a ship the size of a city. You're trying to learn what went wrong, perhaps to come to grips with your own fate. Of course, the alien infestation factor becomes clear early on when you see a hovering yellow space slug barf white puss into the mouth of a screaming soldier who melts under the corrosive fluid into a deformed, deranged alien beast. Then, when the melted, slimy ex-man shambles toward you, quivering with tentacles and cannibalistic intent, the survival half of the horror kicks into the game. You level your weapon--an energy-based mining tool--and fire at the beast, decapitating it instantly.

Except the beast is still coming, but its head isn't its head anymore. It lunges and wraps itself around you, biting into your neck with a toothy maw protruding from where its heart used to be in its chest. You struggle, your blood spurts into free space, and you beat the beast back. After that, you take aim to slice off an arm, then a leg, causing it to flop onto the ground and drag itself toward you, one claw at a time. You've heard of death by dismemberment, but what about survival?



Your only hope, as you make your way about repairing the ship, is to cut the creatures up before they make you one of them. To that end, dismemberment will take on tactical dimensions. You know from previous experience that a certain variety of alien scum runs really fast, so it's better to cut off its legs. Faced with a fat, bloated alien monstrosity? You'll slice into its belly only to see a couple dozen space leaches slither out across the floor. These leaches then slither up onto your back as the felled mother crawls toward you with chaos in its eyes and puss in its mouth. Shooting the belly probably isn't the way to go with those things. And those are only two manifestations of the space madness at the heart of EA's upcoming journey into the abyss.

They say that in space, no one can hear you scream. But in the conference room at EA, the oohs and aahs (and even a couple AAAHHs!) were clearly audible. Dead Space looks dead gorgeous. Running on a proprietary engine, the textures, frame rates, and crazy, giant ship-gut set pieces already seemed smooth, steady, and scary. And the music was highly reminiscent of the nerve-wracking, cacophonous violins from Jerry Goldsmith's Alien theme. That is, when there was music. In other scenes, particularly one that took place in a quarter with a hull breach, the only sound was your breath as you inhaled and exhaled your quickly diminishing oxygen supply.

There's no word yet on whether Dead Space will feature multiplayer content, but given the game's focus on isolation and terror, we doubt it will feature cooperative play. But when the game hopefully launches in late 2008, it will look to provide single players a scary good excuse to get hopelessly lost in space.








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#749 by daymio (Power User) (0 mesaje) at 2008-01-20 12:08:02 (851 săptămâni în urmă) - [Link]Top
#748 regnumekal, yummy :nyam:


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#750 by 916 (Power User) (0 mesaje) at 2008-01-20 12:47:35 (851 săptămâni în urmă) - [Link]Top
#748 regnumekal, erou principal e fkin cool


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